Wizard V2
Wizards draw Power through a dedicated study of known flows of Power and methodically weaving it in known patterns to form a variety of spells. They are highly adaptable spellcasters who have control over what spells are refreshed through their Revision or Arcane Focus features. Their poor base defenses are augmented by automatic wards when they take significant damage.
- Maximizing Intelligence is recommended for increasing spell DCs, spellcasts per day, Metamagic and Maneuver capacity. It also contributes to your Reflex save.
- Strength increases your AB and damage when utilizing melee weapons, your carrying capacity, and your Fortitude save.
- Dexterity increases your AB and damage when utilizing finesse weapons and ranged weapons. It also allows you to maximize Armor Class from clothes/light/medium armors and improves your Reflex save.
- Constitution increases your survivability in raw hit points and contributing to your Fortitude save.
- Wisdom contributes to your Will save.
- Charisma contributes to your Will save and support Maneuvers such as "Commander Strike".
Vitals
- Hit Die: d6 (6 HP per Level)
- Proficiencies: Weapons (Wizard)
- Skill Points per Level (*4 at 1st level): 6
- Skills: All
- Primary Saving Throw(s): Will
- Spellcasting Ability: Intelligence (10 + Spell Level to be able to cast a spell)
- Spellcasting Type: Arcane. Memorized. Memorized spellcasters cannot clear memorized slots after casting a spell, until after their next rest. However, any spells placed into an empty slot start as memorized and available for use.
- Spellbook: Wizards can learn any spell from their spell list. They learn two spells per level, and may acquire more through the study of scrolls.
Wizard Core Mechanics
Arcane Focus
A Wizard has a pool of Arcane Focus, which they may draw from to power their spells. Activating this feat will cause their next spellcast performed from their memorized slots to consume an amount of Arcane Focus equal to the spell's level, in exchange for not expending that slot. Whenever the Wizard casts a spell from their memorized slots without using this feature, they gain an amount of Arcane Focus equal to the spell's level. This pool has a capacity equal to the Wizard's class level + 5.
Metamagic: Conversion
The character receives the Conversion feat for free.
Revision
When a Wizard casts a spell from any scroll that they know, they regain Arcane Focus equal to the spell's level. If they also have that spell memorized but expended, that spell memorization is refreshed. They may also use this feat to target a scroll, converting Metamagic to refresh a slot containing that spell if it is already memorized. This cost is identical to whatever the Wizard would normally spend for Conversion to restore that spell slot.
Scribe Scroll
Wizards learn the Scribe Scroll feat for free.
Summon Familiar
A character with this feat may summon a familiar once per rest. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again after a rest. The form of the familiar may be changed by targeting the caster.
Contingency
A Wizard has magical countermeasures in place for many eventualities. The first time the caster is damaged to the Bloodied state, the damage is halted at that health state (for example, no damage is taken beyond 50% of total health if receiving damage that takes the Wizard to Bloodied), and the Wizard automatically gains invisibility and damage resistance effects for 1 minute. The Wizard is also immune to damage for 1s following this activation. This feature may be restored with the expenditure of 5 Arcane Focus, by the use of this feat.
Class Level | Contingency Effects |
---|---|
2 | Invisibility, 6 DR (All Damage: Absorption 80) |
4 | Invisibility, 12 DR (All Damage: Absorption 100) |
6 | Invisibility, 18 DR (All Damage: Absorption 120) |
8 | Invisibility, 24 DR (All Damage: Absorption 140) |
10 | Invisibility, 30 DR (All Damage: Absorption 160) |
Wizard Bonus Feats
Wizards gain bonus feats at levels 5 and 10 with which they may purchase spell and Metamagic feats.
Wizard Weapons
The Wizard may use the club, dagger, light crossbow, and quarterstaff.
Spell List
Archetypes
Evoker
"Defenses are only as good as their weakest point."
Class Level | Feature | Details |
4 | Conjunction | You gain a Conjunction grid, which you may view in your archetype menu (archetype menus may be opened by using your base archetype feat, or the /atmenu command):
|
7 | Syzygy | A Syzygy counter is added to your archetype menu. When filling a cell in your Conjunction grid, your Syzygy counter is increased by the level of the spell cast. Upon reaching or exceeding 10 in this counter, you gain a charge of Astroclasm. The counter is then reset to zero.
|
10 | Unlimited Power | Your Astroclasm capacity increases to 2. Your Syzygy counter now also increments when casting Evocation spells without Arcane Focus. |
Conjurer
"I am not without allies."
Class Level | Feature | Details |
4 | Reinforcements | You gain a new resource pool, Reinforcements, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell, you gain Reinforcements equal to the spell's level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.
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7 | Shock Troops | Upon perishing, your Reinforcements explode following a delay of 3 seconds, causing the Reinforcement's highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable Metamagic you know. |
10 | Vanguarded | Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored. |
Eldritch Knight
"Warded by rune and iron."
Class Level | Feature | Details |
4 | Reinforcements | You gain a new resource pool, Reinforcements, with a maximum capacity equal to 3 + your Intelligence modifier + the combined spell levels of non-Reinforcements summoned creatures you have present. When you cast a Conjuration spell, you gain Reinforcements equal to the spell's level. Using this feature and targeting a point within 20m opens a rift, or moves the rift if one exists already, out of which a Minion-tier version of the summoned creature of the highest level you are capable of casting appears.
|
7 | Shock Troops | Upon perishing, your Reinforcements explode following a delay of 3 seconds, causing the Reinforcement's highest hit die in Force damage to creatures within 4m. Should their duration expire, they also explode without delay. This feature benefits from any applicable Metamagic you know. |
10 | Vanguarded | Your non-Reinforcements summoned creatures now each possess a duplicate of your Contingency feature; however, their Contingency feature does not confer invisibility, nor may it be restored. |